Unless we want to do that spell, that's it!
Well it doesn't seem necessary, but I'd be OK statting it up if you fancy it.
Hmm, let's see...
Enchant Aracheon
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 10 minutes (see below)
Range: Touch
Target: One vehicle with a volume of up to one 10 ft. cube per caster level
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
This powerful spell creates a flying vessel called an aracheon. The target of this spell can be any movable object — usually a ship, but it could be a wagon, juggernaut, sledge, or any other form of transport.
Only tso can use this spell, since casting it requires a group of at least thirteen tso using their cooperative spellcasting ability (see the tso entry for details). It takes 10 minutes to cast
enchant aracheon as a standard collaborative spell, or 2 minutes if the tso brood uses the Quicken Spell metamagic feat.
An aracheon can fly at a speed of 40 feet with poor maneuverability, or 30 feet with clumsy maneuverability if the vehicle is heavily armored or carrying a heavy load. The aracheon can also hover, as per the Hover feat, and will hover in midair if left unattended. An aracheon's normal carrying capacity is 500 lbs. per 5 ft. square it occupies; its "heavily loaded" carrying capacity is 1000 lbs. per square.
Any tso who participates in casting
enchant aracheon has the potential to pilot the resulting vehicle. The leader of the spellcasting collaboration decides which of the tso in the group can pilot the aracheon. The leader can freely change the list of approved pilots as a standard action. An aracheon's "helm" is a rune that appears identical to an
arcane mark. Approved pilots can touch this
steering rune and direct the aracheon's movement as a move action. The rune is so small it can only be touched by a single tso. The pilot must use a move action every round to steer the aracheon, if they stop directing the vehicle it will continue on its present course for 1d6 rounds before slowing to a hover.
When the duration of
enchant aracheon expires the magic fades slowly. Should the aracheon be aloft, the vehicle floats downward 60 feet per round for 1d6 minutes. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. The aracheon also descends in this way if the
enchant aracheon is cancelled by another effect, but not if it is negated by an antimagic field. An
enchant aracheon spell cannot be dispelled, but it can be undone by
break enchantment,
mage's disjunction and similar powers.
The secrets of
enchant aracheon are jealously guarded by the tso, who will never reveal it to outsiders.
Permanency: A
permanency spell can make
enchant aracheon permanent at the cost of 5,000 XP.